branchrust_reboot/main/render_pipeline_testingcancel
110 Commits over 153 Days - 0.03cph!
Fix material remap on viewmodel arms
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Remove UI grabpass and BIRP only code from UI blur shaders
Apply fog to RRP underwater window in forward pass
Fix water pistol z-fighting
Setup hot overlay and doublevision effect
Fix frost post effect to match BIRP
Actually make that readwrite
Change deferred light pass from WriteAll to Write
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Fix BillboardLight-RRP addtional lights in vertex lighting path
Commandbuffers added during RRP wait until BIRP to register on the camera
Fix decals on RRP->BIRP toggle
Comment out clouds debug log
Refraction viewmodel particles fix
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Restore foliage SHDO in RRP
Fix landmine RRP post effect lingering bug
Fix debug collider shader only drawing one pass
Fix dark paintable window in RRP
Add bloom low filter option in uber
Implement OutlineRendererFeature
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
Fix decal screen UVs on RRP DLSS
Fix ViewModelCamera null rendertarget on BIRP
Fix DeferredMeshDecals null rendertarget on BIRP
Update raditation RRP volume vignette values
Disable RRP water additional lights for parity
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
Set BlurOptimized iterations param to nointerp
Fix BIRP blur only blurring horizontal
Adjust blur UI volume settings to compensate for grabpass
Move blur to after uberpost pass
Fix refraction filter pass with merged resolution handling changes
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
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WaterStandardCore light intensity correction
Setup oxygen RRP postfx volume and overlay
Render DDraw on beginCameraRendering for RRP
Fix BlurOptimize shader typo